Dungeons and Dragons

Hidden Bear Trap


 

A walnut armoire is in the corner, sitting atop an ornate wooden floor.

Mechanical Trap

A bear trap is concealed in the wooden floor.

A DC 12 Wisdom (Perception) check detects that the pattern in the floor has some seams in it in the shape of a large oval, with a center circle.

A DC 12 Intelligence (Investigation) check reveals that several pieces of wood are removable.

If the section of floor is stepped on in front of the armoire, the bear trap under the floor is activated. The target must make a DC 14 Dexterity saving throw or take 2d6 piercing damage, and become restrained. It requires a DC 16 Strength check to open the trap. A DC 14 Dexterity check with thieves’ tools can also open the trap, but failure by 5 or more causes an additional 1d6 piercing damage.

The wood in the center can be removed with a DC 12 Dexterity check. This exposes the center of the bear trap. Failure sets off the trap.

The sides can be removed as well with a DC 12 Dexterity check which exposes the sides. Failure does not set off the trap.

Once exposed, the trap can be disabled with a DC 14 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

Of course, the trap can be set off with a device 5 foot in length or more with no consequence.

 

 

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Hand Door


 

A set of hands acts as a door pull on these double doors.

Magical Trap

The hands spray flame when pulled.

When the door is pulled open, all targets in a 15-foot cone must make a DC 11 Dexterity saving throw. On a failed save, they take 3d6 fire damage or half as much on a successful save.

An aura of evocation can be detected on the hands with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Exploding Window


 

A large plate glass window overlooks the courtyard.

Mechanical Trap

A pressure plate in front of the window sets off an explosion which shatters the glass.

A DC 14 Wisdom (Perception) check reveals a large seam in the shape of a rectangle around several tiles next to the window.

If the window is approached, the pressure plate activates. Explosives shatter the window. All targets within 10′ of the window take 3d6 slashing and piercing damage, with a DC 14 Dexterity saving throw halving this damage.

The pressure plate can be disabled with a DC 14 Dexterity check with thieves’ tools.

The explosives can be disabled with a DC 12 Dexterity check with thieves’ tools.

Failure by 5 or more on either check sets off the trap.

 

 

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Poison Lock


 

The wooden door is secured by an iron lock.

Magical Trap

The lock sprays poison at the target.

A DC 14 Wisdom (Perception) check reveals a little corrosion around the keyhole.

A DC 16 Intelligence (Investigation) check shows this corrosion to be from some kind of caustic substance that has come from the inside of the lock.

When the lock is opened, a puff of oily gas comes from the lock. The target must make a DC 10 Constitution saving throw or take 1d12 poison damage.

An aura of conjuration can be detected on the lock with detect magic or a successful DC 12 Intelligence (Arcana) check.

Dispel magic or a DC 14 Intelligence (Arcana) check dispels the trap permanently.

 

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Sodium Chest


 

A metal chest sits in the corner.

Mechanical Trap

The chest is half full of water. A chunk of sodium is lodged in the lid which falls into the water when opened.

A DC 12 Wisdom (Perception) check detects traces of water near the base of the chest that appears to be leaking from the chest.

When the chest is opened, the sodium falls into the water. All targets within 15′ take 4d6 fire damage, with a DC 16 Dexterity saving throw halving this damage.

The trap can be disabled by drilling a hole in the bottom of the chest and allowing the water to drain out.

If the chest is shaken vigorously, via a DC 14 Strength check, the sodium will fall into the water. As long as the chest is still locked, no damage will happen. If the chest has been unlocked, it will be set off as above.

 

 

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Unlimited Food


 

A bountiful feast is laid out on the table before you.

Magical Trap

The feast causes the target to be the recipient of unlimited food.

A DC 18 Intelligence (Arcana) check reveals that the food is arcane in nature. But otherwise is perfectly good.

If any of the food is eaten, the target must make a DC 16 Constitution saving throw. On a failure, every hour the target will be the recipient of enough food that it will cause the target to be heavily encumbered. The food will be deposited in containers, bags, etc. It requires 1d4+1 rounds to drop all the excess wait.

An aura of conjuration can be detected on the food with detect magic or a successful DC 18 Intelligence (Arcana) check.

Dispel magic or a DC 19 Intelligence (Arcana) check dispels the food from the table permanently. If used on an affected player, any carried food is dispelled and the effect end immediately.

 

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Sludge


 

A trapdoor can be pulled down from the ceiling.

Mechanical Trap

When the trapdoor is pulled down, thick sludge pours down onto the victim.

A DC 16 Wisdom (Perception) check reveals a bit of moisture around the edges of the trapdoor.

A DC 16 Intelligence (Investigation) check shows the moisture to be raw sewage.

When the trap door is pulled open, a container of sewage tips over and pours down the door. The target must make a DC 14 Dexterity saving throw or be covered in sludge. Every hour that the target is covered in sludge they must check to see if they are infected with sewer plague.

Also, while covered in sludge, any social checks are made at disadvantage.

It requires 1d4+2 round to clean off the sludge and also requires 2 gallons of water. 1 quart of water can be used if clothing/armor is changed.

The trap can be disabled by either remotely pulling down the door by fashioning a device, or by pushing up on the trap door and letting the bucket slide off the door. The latter requires a DC 14 Dexterity check. If this check fails by more than 5, the door opens and splashes the sludge onto the target.

 

 

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Spellbound


 

This little spot in the forest seems very peaceful.

Magical Trap

The area is under the effect of time-warping magic.

A DC 18 Intelligence (Nature) check reveals that the area is a little too pristine. Further examination shows that there is no rot or decay anywhere.

When the party rests here, time resets to the beginning of their rest. It will seem like they got the benefit of a short or long rest, but they do not actually regain lost hit points, expended spells, etc.

When the party leaves the area, each target must make a DC 24 Wisdom check. On a success, they notice that they did not regain lost resources. On a failure, they only notice this when it comes time to use an expended ability, or they take damage or the like.

An aura of transmutation and illusion can be detected on the area with detect magic or a successful DC 24 Intelligence (Arcana) check.

Dispel magic (DC 15) or a DC 19 Intelligence (Arcana) check dispels the illusion part of the effect, revealing that the lost resources were not regained. Stopping the time effect requires a Dispel magic (DC 19), which dispels it permanently.

 

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Alchemist’s Fire Wind Chimes


 

Several small ceramic pots hang from the ceiling, making a gentle, pleasant clanking in the slight breeze.

Mechanical Trap

A pressure plate near the door operates a bellows that blows onto the pots, causing them to smash and break. They are filled with alchemist’s fire.

A rug has been laid over the pressure plate in front of the door. If it is moved, the pressure plate is easily seen.

Characters within 5 feet of the pots notice a slight acrid odor coming from the pots with a successful DC 16 Wisdom (Perception) check. Those that succeed may identify the scent as alchemist’s fire with a successful DC 14 Intelligence (Investigation) check.

A successful DC 16 Wisdom (Perception) check reveals a small hole in the wall near the pots. A followup DC 16 Intelligence (Investigation) check shows that the inside of the hole is lined with metal and appears to be some kind of nozzle.

When the pressure plate is stepped on, a gust of wind blows from the nozzle, causing the pots to crash against each other violently. All targets within 10 feet of the pots (which includes the square with the pressure plate) must make a DC 14 Dexterity saving throw. On a success, these targets take 1d6 fire damage. On failure, they take 3d6 fire damage and are set on fire. Each round, a target on fire takes 1d6 fire damage at the start of their turn. They may spend the entire round to douse the flames.

The pressure plate can be easily avoided if detected, or disabled with a DC 16 Dexterity check with thieves’ tools. Failure by 5 or more sets off the trap.

The nozzle can also be plugged by placing wood or metal in the nozzle and making a successful DC 16 Strength check. If this check fails, the plug fires at the target on the pressure plate when activated, and makes a +4 ranged melee attack for 1d4 piercing damage, as well as setting off the normal trap.

 

 

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Magic Bridge


 

A small rope bridge crosses the deep chasm.

Magical Trap

The bridge is a magical construct that disappears when a target reaches the middle. It is 50′ across and the chasm is 200 feet deep.

A DC 14 Intelligence (Investigation) check reveals that this bridge looks brand new, and is not weathered at all.

When a target reaches the middle of the bridge, it disappears. All targets on the bridge may attempt to jump to the closest side which will be no more than 25 feet away. First, the target must make a successful DC 16 Dexterity saving throw, or the jump attempt will be at disadvantage. If the jump fails, the target falls, taking 20d6 falling damage.

An aura of evocation and illusion can be detected on the bridge with detect magic or a successful DC 22 Intelligence (Arcana) check.

Dispel magic (DC 15) or a DC 19 Intelligence (Arcana) check dispels the illusion, revealing the bridge as being an invisible plane of force. A DC 17 Dispel magic or DC 22 Intelligence (Arcana) check dispels the force bridge.

 

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